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Date: 07/31/2022Resource Category: SummativeIn 2019, the Advancing Informal STEM Learning program at the National Science Foundation funded the Advancing Ocean Science Literacy through Immersive Virtual Reality project, a pilot/feasibility and collaborative research project between The Hydrous and the Virtual Human Interaction Lab (VHIL) at Stanford University designed to investigate how ... »
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Date: 07/27/2022Resource Category: Reference MaterialsThis NAEA presentation was an active workshop, guiding participants to create a stop motion animation in the context of our STEAM practices framework. ... »
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Date: 04/28/2022Resource Category: Peer-reviewed articleEnvironmental educators have used guided-inquiry in natural and supportive learning environments for decades, but comparatively little programming and research has focused on experiences in urban environments, including in constructed ecosystems like green roofs, or impacts on older youth and adults. To address this gap, we designed a tiered, near ... »
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Date: 04/25/2022Resource Category: Peer-reviewed articleMany youth programs seek to understand their influence over time on participant outcomes. This paper offers a methodology for measuring a participant’s perception of a program’s contribution amid their perception of other youth influences such as those from family, school, peer groups, hobbies, and other organized activities. The instrument built ... »
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Date: 12/30/2021Resource Category: Conference ProceedingsThis poster was presented at the 2021 NSF AISL Awardee Meeting. Dinosaurs of Antarctica is a giant screen film and outreach project that documents the work of NSF-funded researchers on expeditions to Shackleton Glacier during the 2017-2018 field season. This immersive film and companion television special will bring the past to life and engage the ... »
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Date: 12/30/2021Resource Category: Conference ProceedingsWith support from rural communities and their libraries in the Four Corners Region in the Southwestern U.S., We are Water creates a place to meet and share stories about water, and explore and learn about water together. Designed for rural, Indigenous, and Latinx communities, stories, community voices and multiple ways of knowing are highlighted ... »
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Date: 12/07/2021Resource Category: Conference ProceedingsThis poster was presented at the 2021 NSF AISL Awardee Meeting. How does a long-lasting, statewide, out-of- school science learning experience influence how key stakeholders think about the value of out-of-school learning and its intersection with in-school learning? ... »
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Date: 12/05/2021Resource Category: Conference ProceedingsThe Polar Literacy (PL) project explores the development and implementation of Out of School Time (OST) learning opportunities focused on polar literacy concepts and authentic data with middle school aged youth. This poster was presented at the 2021 NSF AISL Awardee Meeting. ... »
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Date: 12/01/2021Resource Category: SummativeThe Lineage project was a collaboration between Twin Cities Public Television and the Smithsonian’s National Museum of Natural History. The project included creation of a feature-length video program, a Virtual Reality game, and a set of hands-on activities designed for use by multigenerational audiences—all of which were incorporated as part of a ... »
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Date: 11/30/2021Resource Category: FormativePocketMacro is a mobile app designed by The Human-Computer Interaction Institute at Carnegie Mellon University to help users better identify benthic macroinvertebrates commonly found in streams and other waterways. In Summer 2021, the app and other supplemental materials were highlighted during trainings for educators held at the Stroud Water ... »